Abyss Chain Knight Sentinel
UNIT_AbyssChainKnightSentinel · Enemy Abyss DefaultEnemy
An entity of the Abyss in the form of a Chain Knight Sentinel.
Variants
Chain Knight Sentinel
Base form
Abyss Chain Knight Sentinel
Abyss variant
Traits & skills
TRAITS
SKILLS
6 skills · click to collapse
Physical
Deals physical damage equal to 100% of Physical Attack Power and magic damage equal to 100% of Magic Attack Power.

Chain Grab15s
Physical
Throws a chain at the target, dealing physical damage equal to 100% of Physical Attack Power and pulling the target to an adjacent position.
The caster is affected by the target's Taunt for 2 seconds.
Applies Rooting for 1 seconds and Slow for 3 seconds to the target.
The caster is affected by the target's Taunt for 2 seconds.
Applies Rooting for 1 seconds and Slow for 3 seconds to the target.
Taunt (on
Abyss Chain Knight Sentinel): Attack the target that taunted you first.
Rooting (on enemy): Unable to move from the current position.
Slow (on enemy): -30% Movement Speed-30% Movement Speed

Magic
Slams down with a powerful surge of magic, dealing damage equal to 200% of Magic Attack Power to the target and enemies adjacent to it.

Magic
Summons chains of souls to all nearby enemies, striking the chained targets with magic lightning every second for 3 seconds, dealing damage equal to 100% of Magic Attack Power. Enemies who are unable to break free from the chains until the skill ends are dealt additional damage equal to 180% of Magic Attack Power and are affected by Rooting for 4 seconds.
Rooting (on enemy): Unable to move from the current position.

Auto Repair120s
The Sentinel gains 30 Health Boost for 10 seconds.
Health Boost (on
Abyss Chain Knight Sentinel): Restores 10 Current Health per stack every second.
Self only
Each active skill shows its reach and area drawn on a real dungeon room; the disc marks the caster and the ring or highlighted cells the tiles hit. Click an image to enlarge.
Damage to your units
Expected hit against stock Lowell at the level cap, per combat difficulty tier. The tier set in the menu bar is highlighted; pick a saved unit to use its own resistances.
| Attack | Easy | Normal | Hard | Very Hard | Devastation |
|---|---|---|---|---|---|
| 41 | 109 | 273 | 341 | 410 | |
| 16 | 43 | 107 | 134 | 161 | |
| 50 | 133 | 332 | 415 | 498 | |
| 70 | 186 | 464 | 580 | 697 |
Each number is the expected hit against the selected unit (stock Lowell at the level cap by default), after that unit's resistance and the tier's attack multiplier, and before hit chance, dodge and guard. Monsters have no energy cost - their skills are gated by cooldown only (energy is a player-unit resource).
Combat stats
| Max HP | 20000 |
| Physical attack | 110 |
| Magic attack | 170 |
| Attack speed | 0.4 |
| Critical chance | 8% |
| Dodge chance | 5% |
| Hit chance (melee / ranged) | 50 / 50 |
| Critical damage bonus | +50% |
| Physical resistance | 33.3% |
| Magic resistance | 33.3% |
| Move speed (100 = normal) | 110 |
| Vision range | 8 |
| Head HP | |
| Body HP | |
| Size (W×H) | 2×2 |
| Sprite height | 2 |
| Blood type | None |
| Combat pattern | ChainKnight |
| Behaviour | DefaultEnemy |
| On-death EXP | 0 |
Drops
No item drops.
Kill EXP: 0
Animations
Idle 2
Idle 3
Dead
Attack
Attack 2
Auto Repair
Chain Grap
Chain Grap 2
Change Phase
Change Phase 2
Phantom Chain
Smite
Smite 2
Sprite animations extracted from the game's AnimatorController (CKS_Controller). Frame timing is approximate.
Appears in rooms
Spawns only in the Combat room ChainKnight returns stronger. Need to set up via stat variation, not just combination. in Abyss: one appears here per visit. The room itself is rolled on floor 20 in about 100% of visits.
| Room | Region | Room type | Floors | Room odds |
|---|---|---|---|---|
| ChainKnight returns stronger. Need to set up via stat variation, not just combination. | Abyss | Combat | 20 | F20 ~100% |